Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities: Lightningrod, Solid Rock, Reckless

Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.

Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).

Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities: Intimidate, Moxie

Intimidate: (Can be activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1) at the cost of two (2) Energy. The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities: Levitate

Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Black Sulfur Caldera is a deep and blackened pit that once erupted in a massive fiery explosion many hundreds of years ago. The terrain is now mostly barren with torched and odorous burns across its face. Nothing lives within miles of the area, not even Fire-type Pokemon, as the land is so inhospitable that very little can sustain life above ground. At the base of the caldera, however, there exists a small pit that recently opened up due to seismic activity. Some Pokemon trainers have ventured into the pit to explore, only to return with their whole Pokemon team fainted and them babbling nonsense about the magma demon therein. Intrigued, you prepare your Pokemon and decide to explore it yourself. Hopefully you'll find yourself better prepared than those others before you.

Rocks are everywhere, and the darkness seems all-consuming. There is a faint glow about the arena that allows your Pokemon to almost see, but at the same time, they just can't aim properly in this blackness. There is no water anywhere nearby, but nothing about the arena seems to hinder you in any other way. Hopefully all of the areas you battle in here will be this benign.

Summary:
Arena Type: Cave
No water source present.
One (1) stage accuracy drop for Pokemon without Rock, Ground, or Dark typing that is maintained at the end of each round. Poor, poor Magby.

As you have neither healing items to use nor spare Pokemon in reserve, you progress immediately to the next RP platform!

___

Black Sulfur CalderaSand Pit

You come upon a wide, circular room, and find that the texture of the very floor seems to have changed as you walk onto it. The floor is covered in slightly grainy sand, and looks eerily ominous. You can tell that something bad is going to happen here, though you honestly don't know what. There are few options available to you. You can either walk over the sand to the other side, or you can attempt to navigate the boulders on the westward side of the room where the sand doesn't appear to be. What do you do?

NB: I forgot to apply burn damage for the last action of the Lackey fight. That's -2 HP for Turvy; I doubt that it affects your actions.

You maneuver partway through the boulders and find, much to your surprise, that they seem to move around you. The ground cracks around your feet and sand seems to roll through the revealed crevices. Just like that, two of the boulders strike Crumbles and Topsy, sending them crashing against the far wall, pinning them down. As they attempt to get out from under the boulders, Turvy hovers, resolute, between you and whatever is assaulting your team. Just then, a sandstorm maliciously whips up about you, and an audible yawn comes from the epicenter toward your Pokemon. Feeling drowsy, your Pokemon stands face to face with what finally is revealed to you as a Hippowdon, which your Pokemon now finally has a chance to react to.

Rocks are everywhere, and the darkness seems all-consuming. There is a faint glow about the arena that allows your Pokemon to almost see, but at the same time, they just can't aim properly in this blackness. There is no water anywhere nearby, but nothing about the arena seems to hinder you in any other way. Hopefully all of the areas you battle in here will be this benign.

Summary:

Arena Type: Cave

No water source present.

One (1) stage accuracy drop for Pokemon without Rock, Ground, or Dark typing that is maintained at the end of each round.

God dammit, get it together guys! The residual damage alone will be difficult to deal with, but try your best to survive, Turvy!

Reflect~Sleep (Hidden Power [7] x2 Combo)~Sleep (Hidden Power [7])
IF Trap Hippowdon uses a damaging Ice-type attack on A1 and not A2, then use Fly to escape it and do some pitiful damage! IF it's a combination attack, then Combo Fly with Dragon Rush!

Rocks are everywhere, and the darkness seems all-consuming. There is a faint glow about the arena that allows your Pokemon to almost see, but at the same time, they just can't aim properly in this blackness. There is no water anywhere nearby, but nothing about the arena seems to hinder you in any other way. Hopefully all of the areas you battle in here will be this benign.

Summary:

Arena Type: Cave

No water source present.

One (1) stage accuracy drop for Pokemon without Rock, Ground, or Dark typing that is maintained at the end of each round.

Rocks are everywhere, and the darkness seems all-consuming. There is a faint glow about the arena that allows your Pokemon to almost see, but at the same time, they just can't aim properly in this blackness. There is no water anywhere nearby, but nothing about the arena seems to hinder you in any other way. Hopefully all of the areas you battle in here will be this benign.

Summary:

Arena Type: Cave

No water source present.

One (1) stage accuracy drop for Pokemon without Rock, Ground, or Dark typing that is maintained at the end of each round.

Rocks are everywhere, and the darkness seems all-consuming. There is a faint glow about the arena that allows your Pokemon to almost see, but at the same time, they just can't aim properly in this blackness. There is no water anywhere nearby, but nothing about the arena seems to hinder you in any other way. Hopefully all of the areas you battle in here will be this benign.

Summary:

Arena Type: Cave

No water source present.

One (1) stage accuracy drop for Pokemon without Rock, Ground, or Dark typing that is maintained at the end of each round.

Its data will be PMed to you, but again, you get to progress immediately to the next RP!

After walking through the rocks, you see a rather strange patch of sand by the pits. Grabbing a nearby pouch, you immediately scoop some of the stuff into it, and resolve to take it back so you can examine it later. Of course, you could just give your Pokemon the Soft Sand instead...

As you continue in the rocky maze, you come upon an area more open than the others with numerous holes poking out of the ground. You approach them cautiously, and suddenly find that they erupt at random and let out intensely overheated smoke that prevents you from seeing effectively. You need to get by, and you can either creep around carefully or dive through them. What do you do?

Player Options
a) Creep around and avoid the geysers.
b) Charge through the geysers.
[OPTIONAL] Rearrange items and other things.
​

I simply must know what's in those geysers; can't be worse than that last surprise! I'll take that Soft Sand and give it to Crumbles. I'll shift the Smoke Ball over to Turvy and give his Leftovers to Harvey Danielson, my new hog- er, um, hippo!

Your Pokemon charge through the mist and smoke and, without navigation, accidentally get in the way of much of the steam and smoke! Each Pokemon suffers from this and is burned by the ordeal, but at least you navigated the geysers successfully and have reached the other side. This could have ended better, but it certainly could have been worse, and thus you continue onward without giving this too much further thought.

As you continue, you head down a flight of what seem to be man-made stairs, formed out of assorted chunks of stone. You enter what seems to be a pit full of lava; astonished by what you see, you can only gape open-mouthed at the cavern. Your Pokemon, however, are slightly more wary—they nudge you until you see the two Pokemon standing by the exit of the cavern. They don't seem friendly towards intruders.

The heat is stifling, but not to the level of being painful.. Yet. The sheer heat of the arena causes the environment to be as if the sun was shining brightly, even underground. Pokemon seem to exist within the lava and will erupt forth to assist your enemies through some mechanism you don't quite understand.

Arena Type: Cave
No water source present.
Weather: Stifling Heat—Unchangeable Sunny Day
Every five (5) rounds of combat, a Pokemon will burst forth from the lava to join the enemy team in battle.

The heat is stifling, but not to the level of being painful.. Yet. The sheer heat of the arena causes the environment to be as if the sun was shining brightly, even underground. Pokemon seem to exist within the lava and will erupt forth to assist your enemies through some mechanism you don't quite understand.

Arena Type: Cave
No water source present.
Weather: Stifling Heat—Unchangeable Sunny Day
Every five (5) rounds of combat, a Pokemon will burst forth from the lava to join the enemy team in battle.